"Toss a coin to your Witcher" - The Unofficial Witcher Class


Homebrew and House Rules


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This whole Witcher class thing was inspired by Arkham Joker in the Classes You Wish Did Exist In Pathfinder thread in the General Discussion Forums, and I thought we could make this a collaborative effort to homebrew this class with the collective brain trust, and then once we've all helped in adding different ideas and clarifications and hammered out all the details, we could talk to our GM's about allowing this class in their games as a "test drive" of sorts.

Anywho, I give you the "mostly final" draft of... The Witcher. Please enjoy this background music while you read: Toss a coin to your Witcher

Witcher

Some seek combat for glory, wealth, or revenge, but witchers arm themselves with spells and weapons to rid the world of witches, hags, and their ilk, and other horrific monsters that ravage the countryside. While witchers loathe witches and foul creatures from the various planes, they have also studied their arts in order to fight fire with fire.

Role: Witchers act as a frontline warrior for their parties using a myriad of weaponry, and specialize in dealing with the weird and occult creatures of the world by shielding themselves and others against supernatural powers that would cause them harm.

Alignment: Any non-evil.

Hit Die: d10.

Parent Classes: Fighter and witch.

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The witcher’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier.

Table: Witcher
BAB 4/4

1st +1
2nd +2
3rd +3
4th +4
5th +5
6th +6/+1
7th +7/+2
8th +8/+3
9th +9/+4
10th +10/+5
11th +11/+6/+1
12th +12/+7/+2
13th +13/+8/+3
14th +14/+9/+4
15th +15/+10/+5
16th +16/+11/+6/+1
17th +17/+12/+7/+2
18th +18/+13/+8/+3
19th +19/+14/+9/+4
20th +20/+15/+10/+5

Class Features
1st Bonus feat, Hex
2nd Skepticism, Hex
3rd Hex Strike, Swamp Adept
4th Witch Spells, Bonus feat
5th Weapon Training, Hex
6th Counterhex
7th Bonus feat
8th Hex
9th Hex Glyph
10th Bonus feat
11th Weapon training (or advanced weapon training), Major Hex, Hex
12th Enervation Resistance
13th Bonus feat
14th Greater Counterhex, Hex
15th Greater Hex Glyph
16th Bonus feat
17th Weapon training (or advanced weapon training*), Hex
18th Death Resistance
19th Bonus feat
20th Grand Hex, Hex

The witcher's Saving Throws are Fort: +12, Reflex: +6, Will +12

Spells per Day: Witcher
1st 2nd 3rd 4th
— — — —
— — — —
— — — —
0 — — —
1 — — —
1 — — —
1 0 — —
1 1 — —
2 1 — —
2 1 0 —
2 1 1 —
2 2 1 —
3 2 1 0
3 2 1 1
3 2 2 1
3 3 2 1
4 3 2 1
4 3 2 2
4 3 3 2
4 4 3 3

Class Features:

The following are class features of the witcher.

Weapon and Armor Proficiency

A witcher is proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Bonus Feats

At 1st level, and at every 3rd level thereafter, a witcher gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every six levels thereafter (10th and 16th), a witcher can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the witcher loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A witcher can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Skepticism (Ex)

Starting at 2nd level, a witcher gains a +1 bonus on Will saves against hexes and supernatural effects. This bonus increases by +1 for every four levels beyond 2nd.

Hex Strike (Su)

At 3rd level, a witcher gains the Hex Strike feat as a free bonus combat feat even if he doesn't meet the prerequisites, except he may also perform a hex strike with any melee weapon, not just unarmed strikes. He may even perform a hex strike with an improvised weapon or with a ranged weapon being used as a melee weapon.

He need not meet the prerequisites of selecting Hex Strike as a feat in the future either. Hex Strike only applies to a single hex, so if the witcher chooses to gain multiple Hex Strike feats for hexes at future levels, he may benefit from performing these hexes with any melee weapon as well.

Swamp Adept (Ex)

While traveling through swamps, mires, bogs, and similar terrain, the witcher leaves no trail and cannot be tracked, as the trackless step druid ability, and a witcher can walk through mud and quicksand as if it were normal ground. Furthermore, a witcher adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks through swamps, mires, bogs, and similar terrain.

Spells

At 4th level, a witcher may cast arcane spells drawn from the witch spell list. A witcher must choose and prepare his spells ahead of time.

To learn or cast a spell, a witcher must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witcher’s spell is 10 + the spell level + the witcher’s Intelligence modifier.

A witcher can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Witcher. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A witcher may know any number of spells, and keeps them in a spellbook. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the witcher decides which spells to prepare.

Hex (Su)

Witchers learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st and 2nd level, a witcher gains one hex of his choice. He gains an additional hex at 5th level and gains another hex every 3 levels thereafter, as noted on Table: Witcher. A witcher cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witcher’s level + the witcher’s Intelligence modifier.

Whenever a witcher would choose a hex, he may choose from this list of hexes:

Ameliorating (Su)
Aura of Purity (Su)
Blight (Su)
Cauldron* (Ex)
Charm (Su)
Witch-Scent (Ex) This functions like Child-Scent, except it only affects Witches and Hags
City Sight (Su)
Combat Hypnosis (Su)
Congeal (Su)
Cursed Wound (Su)
Dark Apothecary (Ex)
Discord (Su)
Disguise* (Su)
Disrupt Connection (Su)
Distraction (Su)
Enemy Ground (Su)
Evil Eye* (Su)
Feral Speech (Su)
Flight* (Su)
Floating Lotus (Su)
Fortune (Su)
Gift of Consumption (Su)
Greater Gift of Consumption (Su)
Healing* (Su)
Heralding Bloom (Su)
Leshy Summoning (Su)
Mantra (Su) This functions as Cackle
Minor Prophecy (Su)
Misfortune (Su)
Mother's Eye (Su)
Murksight (Su)
Nails (Ex)
No Place Like Home (Su)
Peacebond (Su)
Poison Steep (Sp)
Poison Touch (Ex)
Pollute Water (Su)
Polluting Glance (Su)
Prehensile Hair (Su)
Protective Luck (Su)
Scar (Su)
Seduction (Su)
Sink (Su)
Slumber (Su)
Soothsayer (Su)
Summer's Heat (Su)
Swamp's Grasp (Su)
Swine (Su)
Tongues (Su)
Unnerve Beasts (Su)
Ward (Su)
Water Lung (Su)
Witcher's Bottle (Su) This functions like Witch's Bottle (Su)

In addition, the witcher may also choose from these hexes whenever he would be able to gain a hex.

Smite Coven (Su)

The smite coven hex acts similar to the paladin's smite evil ability except you target one member of the witches' coven and then gain the following bonuses against all members of that coven.

As a swift action, the witcher chooses one member of the coven within sight to smite. He must have both line of sight and line of effect to this target. If this target is a member of a coven, then the witcher adds his Intelligence modifier (if any) to attack rolls and adds his witcher's level to all damage rolls made against members of this coven. Regardless of the target, smite coven attacks automatically bypass any DR the creature might possess.

In addition, while smite coven is in effect, he gains a deflection bonus equal to his Intelligence modifier (if any) to his AC against attacks made by that coven. If the witcher targets a creature that is not a member of a coven, the smite is wasted with no effect.

The smite coven effect remains until all the targets of the smite are dead or the next time the witcher rests and regains the uses of this ability. A witcher may use this hex once per day. He gains the ability to use this hex one additional time per day at level 9, and one additional time per day at level 17, to a maximum of 3/day.

No Escape for the Wicked (Su)

A witcher must be a minimum of 5th level to select this hex. As a swift action, the witcher may infuse the next touch spell he uses from the witch's spell list with the reach spell metamagic feat, and may increase its range from "Touch" to "Close". Spells modified by this hex that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of "Touch" do not benefit from this hex. This hex does not affect spells that are already ranged touch spells. Once a creature has been affected by a touch spell infused with this hex, it cannot be targeted with this hex again for 24 hours.

At level 10, he may increase its range from "Touch" to "Medium" range.

Hexguard (Su)

A witcher may touch an ally as a standard action (or himself as a swift action) and grant a shield that helps avoid the effects of hexes and other supernatural effects. The target gains a +2 to save vs. hexes and supernatural effects, and has a duration of 1 minute per witcher level. Once a creature has benefited from the hexguard hex, it cannot benefit from it again for 24 hours.

At 7th level, this bonus increases to +3 and its duration increases to 10 minutes per level.

At 13th level, this bonus increases to +4. Furthermore, whenever you or an ally with your Hexguard successfully resists a hex or a supernatural effect that solely targeted him specifically (not an area of effect), then there is a 25% chance that the effect becomes reflected back upon the caster, and the caster must save using the original save DC but with a -2 penalty to that saving throw.

Alacrity (Ex)

A witcher may use this hex as a free action, and gains an additional swift action in the current round. Once a witcher has used this hex, he cannot use it again for 1d20 rounds minus your witcher level.

A witcher may not choose both Unnatural Alacrity and Witcher's Relentless Pursuit, he may choose either one but become disallowed from choosing the other.

For example, if you're level 5 and you roll a 7 on a d20, you would be able to use this hex again in 2 rounds.

Witcher's Relentless Pursuit (Ex)

A witcher may use a swift action to gain an additional move action in the current round. This move action must be used to move, and cannot be used to draw weapons, retrieve stored items, or anything other than movement. Taking a full round’s worth of attacks and then using this hex to move away from your foe does provoke attacks of opportunity as normal. Using this hex does not prevent you from using your other move action to draw weapons or retrieve stored items though, it only stipulates that the Move Action gained by this hex must be used for movement. Once a witcher has used this hex, he cannot use it again for 1d20 rounds minus your witcher level.

A witcher may not choose both Unnatural Alacrity and Witcher's Relentless Pursuit, he may choose either one but become disallowed from choosing the other.

Witchfire (Su)

A witcher causes a target to immediately catch fire and become entirely engulfed in dark red and black flames and the target must make a Reflex save to avoid it. Targets that save take half damage and avoid catching fire, while targets who fail their Reflex save take 2d6+your witcher level as fire damage, and are then treated as "On Fire". (See Environmental Rules: Catching on Fire) Rather than using the standard DC 15 Reflex save for "catching on fire", use the witcher's hex DC for any reflex saves made to avoid receiving damage while on fire to themselves or items in their possession, even if the witcher's hex DC might be lower. Witchfire does not have a duration, they're "on fire" until the flames are extinguished.

Witchfire is expecially potent vs. witches, hags, werewolves, vampires, any creature of the Outsider type (except native outsiders), and any creature of the Undead type, and both the initial damage as well as the damage from being on fire is always maximized as if using the Maximize Spell metamagic feat vs. these creatures. Despite the description of "dark red and black flames", the damage caused by this hex is 100% fire damage, so resistances, immunities, and vulnerabilities to fire affect this hex normally.

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Weapon Training (Ex)

At 5th level, a witcher can select one group of weapons, as noted under the fighter class features. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every six levels thereafter (11th and 17th), a witcher becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a witcher reaches 11th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A witcher also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training: Beginning at 11th level, instead of selecting an additional fighter weapon group, a witcher can choose an advanced weapon training option (see Advanced Weapon Training in the fighter class features) for one fighter weapon group that he previously selected with the weapon training class feature.

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Counterhex (Su)

At 6th level, a witcher may use a Knowledge (Arcana) check (DC 10 + level that the Hex could be gained) to identify a hex being cast. If he succeeds in identifying that hex, and also knows that hex, he may choose to counter that hex as an Immediate Action similar to a counterspell. The witcher must be within 30 feet of the hexer he wishes to counterhex, and he must have line of sight and line of effect and must be aware that a hex is being cast. A witcher may use this ability once per day and one additional time per day at 9th level and every 3 levels thereafter (12th, 15th, and 18th) to a maximum of 5/day at level 18.

The DC for identifying hexes is 10 + 1 = DC 11, identifying major hexes is 10 + 10 = DC 20, and identifying grand hexes is 10 + 18 = DC 28, but the DC is actually determined by what level that the hex in question can first be gained. For example, when attempting to identify a hex that could be gained at level 1, then the DC to identify it would be DC 11, but if a hex can only be gained at 4th level, 8th level, or a major hex at 12th level, then the DC to Identify these would be 10 + 4 = DC 14, 10 + 8 = DC 18, or 10 + 12 = DC 22 respectively.

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Hex Glyph (Su)

The witcher gains the ability to create a trap with his hexes. This ability functions like a Glyph of Warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell. A hex glyph has a cast time of 10 minutes and its duration is indefinite or until discharged. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses the witcher's hex DC. This ability can be used 3/day.

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Major Hexes (Su)

Starting at 11th level, and every three levels thereafter, a witcher can choose one of the following major hexes whenever he could select a new hex.

Agony (Su)
Animal Skin (Su)
Beast Eye (Su)
Beast’s Gift (Su)
Delicious Fright (Su)
Drugged (Su)
False Hospitality (Su)
Witcher’s Eye (Su) Functions like Hag's Eye. If the witcher has the posse hex, all other witchers within 10 feet who also have the posse hex can see through this sensor as well
Harrowing Curse (Su)
Hidden Home (Sp)
Hoarfrost (Su)
Ice Tomb (Su)
Infected Wounds (Su)
Major Ameliorating (Su)
Major Healing (Su)
Nightmares (Su)
Pariah (Su)
Prophecy (Su)
Regenerative Sinew (Su)
Restless Slumber (Su)
Retribution (Su)
Speak in Dreams (Sp)
Steal Voice (Su; Tiefling)
Vision (Su)
Waxen Image (Su)
Weather Control (Su)
Witcher's Bounty (Su) This functions as Witch's Bounty
Witcher's Charge (Su) This functions as Witch's Charge
Witcher’s Brew (Ex) This functions as Witch's Brew
Withering (Su)

In addition, the witcher may also choose from these major hexes whenever he would be able to gain a hex.

Posse(Su)

This is a Major Hex. The witcher must have the smite coven hex in order to select this Major Hex. This hex functions similar to the coven hex, except non-witchers and civilians may join in a posse. A minimum of 3 witchers with this major hex are required to form a posse. Once a posse has been formed, a leader of the posse must be chosen and that leader must be a witcher. The leader of the posse may use the smite coven ability and provide his own bonuses to every member of the posse. Using smite coven in this way costs 2 daily uses of their smite coven ability.

Rot and Wither (Su)

This is a Major Hex. The witcher must have the no escape for the wicked hex in order to select this Major Hex. When using the no escape for the wicked hex, the witcher learns new ways to bring pain and strife upon his enemies with this powerful curse. If the witcher makes a successful touch attack using the no escape for the wicked hex, the target is also staggered for 1d4 rounds (no save). Additionally, the target must make a fortitude save or turn gangrene and begin to rot rapidly. If the target fails his save, he suffers 1 point of permanent Str, Dex, and Con drain each round for 1 minute; the target is able to make a fortitude save each round to end this effect, but any ability score drain lost before they successfully save remains permanent. Wish, Limited Wish, Miracle, Break Enchantment, or Remove Curse will end both the stagger and rotting effects immediately. Restoration spells can heal the ability drain, but will not remove the curse. If the target is immune to curses, they ignore both the stagger and the rot effects.

The Room is Alive (Sl)

This is a Major Hex. The witcher animates all unattended objects within 30 feet of himself, as per the spell Animate Objects to attack his foes as a swarm that lasts for 1 round/level. This affects rope, tables and chairs, even poorly fastened floorboards; anything that isn't nailed down becomes animated into a swarm with the Distraction property. For all other intents and purposes, such as damage caused, number of squares occupied, and movement speed, treat this swarm as a Swarm of Fangs spell. A witcher may use this hex once every 10 minutes.

In some cases, the witcher might animate particularly hazardous objects, such as unattended acid flasks, or easily ignitable objects such as hard alcohol and strong spirits along with lit candles and lanterns, or even unattended weapons from a weapon rack, and it is GM discretion (and highly encouraged) that these hazardous objects cause additional damage and effects.

For visualization purposes, think of that scene in Sword and the Stone when Wart's adoptive dad and brother fought the entire room's worth of pots, pans, mops, buckets, and dishes that Merlin had enchanted, and this hex would be similarly chaotic.

Brutality (Ex)

This is a Major Hex. As a swift action, the witcher can cause the next single melee attack, touch attack, hex, or spell this target receives to suffer maximum damage or effect, as if they had rolled two 6's on a 2d6 greatsword or as if they used a Maximized Touch of Idiocy to and rolled a 6 to apply a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. If this attack is a critical threat, the critical is automatically confirmed. Once a creature has suffered from the brutality hex, it cannot be affected by it again for 24 hours.

Destroyer of Pacts (Su)

This is a Major Hex. The witcher must have the smite coven hex in order to select this Major Hex. The witcher may also use his smite coven hex on werewolves, vampires, any creature of the Outsider type (except native outsiders), and any creature of the Undead type that has entered into a supernatural or magical pact that binds them. Furthermore, anytime the witcher causes at least 1 point of damage (after damage reduction/resistance) via weapon, spell, or hex to any member of that coven or pact, the other pact-members suffer an amount of damage equal to 1/4 of his witcher level (rounded down). Furthermore, this hex affects all members of the coven or pact regardless of distance or whether they're on a different plane of existence. In order to affect these creatures, they must be part of a blood pact, an organization, a covenant, or some type of creed, guild, or faction; it does not affect creatures who have simply been affected by the same spell, such as haste or enlarge person, mass. Whether the target creature has entered into such a pact, covenant, organization, or coven is subject GM discretion.

Wildfire (Su)

This is a Major Hex. The witcher must have the witchfire hex in order to select this Major Hex. As a Move Action, you cause an active witchfire hex to spread to up to 3 targets within 30ft. Each of the 3 targets makes its own reflex save. After using this hex, it can be used again in 1d4 rounds.

Special: Wildfire can be used with the Hex Strike feat even though it would normally not be allowable.

Pierce the Veil

This is a Major Hex. The witcher may name any witch, hag, werewolf, vampire, any creature of the Outsider type (except native outsiders), or any creature of the Undead type, and Scry on them, if using the Scry spell. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature, as per the "Knowledge" and "Connection" tables listed in the Scry spell. However, unlike the Scry spell, if the subject is on another plane, does not receive a +5 bonus on its Will save.

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Enervation Resistance (Su)

A witcher of 12th level becomes resistant to the effects of spells, spell-like abilities, and supernatural effects that bestow negative levels. Whenever you would be the subject of any magical or supernatural effect that bestows negative levels, you reduce that amount by 1 negative level (minimum 0), and its duration is reduced by half. This ability has no effect on negative levels gained as a result of raise dead or similar penalties associated with resurrection.

For example, if you get hit with an Enervation spell, then it would deal 1d4-1 (minimum 0) negative levels and its duration would be reduced by 50%.

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Greater Counterhex (Su)

At 14th level, if a witcher uses a Knowledge (Arcana) check to identify a hex being cast, and does not know that hex, he may use a hex that he knows to counter the hex that he doesn't know as an Immediate Action similar to a counterspell. However, whichever hex the witcher uses to perform the greater counterhex becomes unavailable for the witcher to use for 24 hours. The witcher must be within 30 feet of the hexer he wishes to greater counterhex, and he must have line of sight and line of effect and must be aware that a hex is being cast.

He may use a grand hex to counter grand, major, or normal hexes; he may use a major hex to counter major or normal hexes, and he can use a hex to counter other hexes; but normal hexes cannot counter major hexes, nor can major hexes counter grand hexes. A witcher may use this ability once per day.

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Greater Hex Glyph (Su)

This ability functions like Hex Glyph, except you can store a major hex (but not a grand hex). A greater hex glyph has a cast time of 10 minutes and its duration is indefinite or until discharged. If the hex has a target, it targets the intruder. If the hex has an area or an amorphous effect, the area or effect is centered on the intruder. The triggered hex uses the witcher's hex DC. This can be used 1/day.

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Death Resistance (Su)

The witcher is treated as having a constant Death Ward effect, as per the spell.

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Grand Hex (Su)

At 20th level, a witcher can choose one of the following grand hexes whenever he could select a new hex.

Abominate (Sp)
Animal Servant (Su)
Curse of Nonviolence (Su)
Death Curse (Su)
Death Interrupted (Su)
Dire Prophecy (Su)
Eternal Slumber (Su)
Forced Reincarnation (Su)
Lay to Rest (Sp)
Life Giver (Su)
Natural Disaster (Su)
Summon Spirit (Sp)
Witcher’s Hut (Su) This functions like Witch's Hut.

In addition, the witcher may also choose this grand hex whenever he would be able to gain a hex.

Unquenchable Bloodthirst for the Damned (Su)

This is a Grand Hex. The witcher must have the smite coven hex and the destroyer of pacts major hex in order to select this Grand Hex. The witcher gains unbridled fury in his quest for slaughtering the occult for 1 round + 1d4 rounds. If the witcher uses his smite coven ability on a coven or pact of witches, hags, werewolves, vampires, any creature of the Outsider type (except native outsiders), and any creature of the Undead type, his weapons, touch attacks, and ranged touch attacks are all treated as if Keen and all criticals automatically confirm. Furthermore, he is also treated as having the Bleeding Critical feat (even if he does not meet the prerequisites, and may use a bludgeoning weapon if desired). If he causes any critical via weapon, hex, or spell, these creatures become fatigued and exhausted for 1d6 rounds, even if they are immune to the conditions, and begin to bleed profusely. Any time a member of a coven or pact takes bleed damage from this hex, all members of that coven or pact also take an equal amount of bleed damage. The DC for the Heal check to stop the bleed damage is not 15, but rather uses the witcher's hex DC. Magical healing does not end the bleed effect.

If a creature is immune to bleed effects, then they would be immune to the bleed effect caused by this hex, and therefore they would not gain a bleed effect nor cause any bleed damage the other pact or coven members. Though, creatures that are normally immune to bleed effects are still subject to the bleed damage from this hex but only if another member of their coven or pact is bleeding from this hex; to clarify, the other coven or pact member is bleeding, and therefore the creature that would normally be immune to bleed would still suffer the damage from the connection of their pact. If multiple members of this coven or pact are bleeding, they suffer the bleed damage from each the members whom are bleeding.

Once the witcher has benefited from this hex, he cannot benefit from it again for 24 hours. The duration of this hex can be extended with the Mantra Hex.

The Culling

This is a Grand Hex. The witcher must have the witchfire hex in order to select this Grand Hex. As a Standard Action, the witcher conflagrates all witchfire hexes within 30ft to burn intensely, causing 4d10 damage to each target, and the witcher heals 100% of this damage caused. If the witcher heals more than his maximum hit points allow, then any overhealed amount is converted into temporary health points that last 10 minutes. Each affected target must make a Reflex Save, and those who successfully save receive half damage.

Special effect: Any witches, hags, werewolves, vampires, any creature of the Outsider type (except native outsiders), or any creature of the Undead type who fails their save have their witchfire damage from being "on fire" increased to 4d6 damage per round. If subjected to another conflagration from this hex, that damage becomes 6d6, and then 8d6, up to a maximum of 10d6 per round. The witcher is not healed from this damage though, he is only healed by the initial 4d10 damage.

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*Special: The Witcher can select Leadership in place of a Bonus Feat, even though it is not a Combat Feat. The Witcher must otherwise meet the prerequisites for the feat. Furthermore, the Witcher must select a Bard as their Cohort.


This strikes me as overly strong - which I guess fits the Witcher class.

Without completely overhauling the class I also think the Witcher should have strong Fort/Reflex saves, not Fort/Will.


Fighting witches? Why would a Witcher need a high Reflex save when pretty much everything witches throw at you requires a Will save?


I was thinking more the source material. Witchers are famous for their reflexes.


MrCharisma wrote:
I was thinking more the source material. Witchers are famous for their reflexes.

To be fair, when I was dabbling with my Alchemist/Bloodrager based Witcher... I had good Reflex/Will saves.

Also had full BAB, 4th level spells and 4th level extracts that followed more of an Arcanist-style "casting" combining extract/spell slots. I used more of an Alchemy-based approach to Bloodrage/Bloodline Powers, since I really liked messing with those socketed abilites in Witcher3, whatever they were called.

By the end of it, I should have just made an Alchemy-based Eldritch Scion Magus... using that chassis to bring in the Bloodline stuffs, and just replace the 6/9 casting with full 6th level Alchemy. But at that point, I might as well just be an Eldritch Scion Magus if I wanted to be a Witcher in PF1. And that just didn't sit right with me.

So I gestalted the Eldritch Scion Magus with the Vampire Hunter... and that particular combination can definitely pull off being a Witcher. Full BAB, all good saves, spontaneous 4/9 divine casting from the Inquisitor list, and spontaneous 6/9 arcane casting from a lightly modified Magus spell list... couldn't use a Greatsword with SpellCombat, so I settled for the Split Blade Sword as my one-handed weapon.

Anyways, for a not gestalt Witcher, I think Ryze Kuja's version is the most complete, and most of all, playable Witcher class I have seen, thusfar. It is better than anything I have managed to put together, by far. I believe that what is presented here balances itself out pretty well.

Light armor, no shield... without any built in push for a Dex-based build, though. No free Weapon Finesse. No Nimble. Not even free spellcasting in said light armor. Yet, clearly, a front line martial.

It's like the Child of War Fighter, just not crappy... you know, two good saves, because literally no class should only have one good save. And it doesn't give up everything just to have the basic/lowest allotment of spells possible in the game. Lol.

Also kinda like a Bloodrager, but better... because literally no class should only have one good save. I like Ryze's Witcher more than Bloodrager because it isn't bound to Bloodrage. It offers Hex Strike, and some Hexes to the Fighter, a chassis I already understand. Oh yeah, and some spells for enough utility to not just be a big dumb fighter.


Hex strike using any melee weapon on a full BAB (+ weapon training) character, with an unlimited choice of fully scaling hexes is too much. I'm sorry but it is. One of those elements needs to take a hit for this to be acceptable, even if it's just losing slumber and misfortune off their hex list.

Alacrity and witcher's relentless pursuit are each good enough to justify a 1-level dip. I'm wary of single class features which are good enough to justify a dip.

OTOH a dip in something with heavy armor proficiency + the ward hex + hex strike (some debuff) with a reach weapon makes for an amazing tank - which makes the spells out of combat for the most part, but assuming that the witcher wanted even light armor that was always likely.

FWIW this is not the first time someone's tried making a witcher. There's 4 pages of those search results.


Oh yeah I think this generally looks good. My only complaints were that I'd change the saves and ... well compare this to a Fighter. It's definitely a bit strong.

Actually one last thing Ryze, you have a bunch of hexes marked with an asterix (*), is that just the asterisk copied from the Witch Hexes list or is there something specific to thise hexes that we should know?


MrCharisma wrote:

Oh yeah I think this generally looks good. My only complaints were that I'd change the saves and ... well compare this to a Fighter. It's definitely a bit strong.

Everything is strong compared to the Fighter to be honest. This Witcher doesn't count as a Fighter for bonus feats which is an important stipulation and has a slower progression on Weapon Training.

As for my personal critiques...

Should definitely have 4+Int Mod for skills(Any non-int based full caster without 4 skills minimum is a travesty) and change the alignment requirement to Any. If we're basing it atleast partially on the source material, Witchers run the whole gambit from being just good people doing a crappy job nobody wants to do, serving the crown, kidnapping children, murdering peasants, etc.

Relentless Pursuit wrote:


1d20 rounds minus your witcher level.

Wayyyy too much variance. Shorten this, make it a daily use ability, or make it like a dragon's breath-weapon and have it recharge every 1d4 rounds. The latter-most option has some variance still if you really want it, but tightens the expectations.


@ VoodistMonk & MrCharisma

When I was thinking about the strong v. weak saves that a witcher would need to fight witches, I originally thought of Will only, but then I started thinking about some of the gruesome stuff Witches, Hags, Vampires, Werewolves, etc. can do vs. fortitude, and not so much scary stuff vs. reflex saves. So, this also made a bit of sense too because Fighter has strong Fort save while Witch has strong Will save. It makes sense though that a guy wearing light armor would be pretty Reflex-y, but I still think Fort/Will is the way to go here.

This guy has several weaknesses, 1) his reflex is in the crapper, and 2) he has nothing from class abilities/features to help his AC (and if he wants to get respectable AC, it costs him Medium Armor Proficiency or a dip, and 3) he has no DR or elemental resistances from class abilities/features, and 4) the only thing that protects him vs. any magic stuff is his Enervation Resistance; all the cool stuff he has protects him vs. supernatural effects. So while yes, this guy has a powerful chassis, he's not by any means untouchable.

@ avr

The main reason he has hex strike as a swift action is so that he can still be a melee character, because otherwise he would only be using Standard Actions to Evil Eye and Move Actions to Mantra. I really feel like if he didn't have hex strike, he would just be a less powerful witch and no one would play the class.

He only gets 4 hexes, 3 major hexes, and 1 grand hex by level 20. 2 of his hexes are going to be Mantra and Evil Eye (or Misfortune) at level 1 and 2, and when he gets hex strike at lvl 3 he will be forced to pick Evil Eye (or w/e he picked at lvl 1). So he's only going to be hex striking with this one hex, unless he devotes feats into this. So 2 of his hexes will be Mantra/Evil Eye, 1 of his hexes is going to be either Witcher's Relentless Pursuit or Alacrity, and then his last hex will be Smite Coven or Witchfire, or maybe even No Escape for the Wicked or Hexguard, depending on what he wants to choose for his Majors later on. The player has a lot of choices to make here, tbh, because he wants to dump feats into Extra Hex, but that takes away from melee prowess. The main reason for wanting Extra Hex is going to be for Counterhexing and maybe getting one more viable hex for another hex strike feat. This gets feat-intensive really fast though. I don't think it's going to be as powerful as you're imagining. It is going to be powerful though, there's no doubt about that. But broken or overpowered? I don't think the witcher will break the game tbh. At face value, I'd probably put this guy as a tier3 class.

I think a good exercise would be to make some concept builds though, and figure out exactly what kind of crazy shenanigans we can come up with by levels 8, 12, and 17.

@ MrCharisma

The asterisk thing was just because I copy/pasted all those from the d20pfsrd site. I went through each hex with a fine-tooth comb to make sure it would fit with the Witcher though, so some of hexes from the full witch's list have been deleted from this list for the witcher, or changed just slightly to make it appropriate. The main reason that I wanted as many available hexes as possible is because the Witcher needs to know them for Counterhexing and the whole "fight fire with fire" motif.

@ Scavion

I originally had Witcher's Relentless Pursuit and Alacrity as being reusable in 1d4 rounds, but I started thinking about characters with a 1 level dip in witcher for a Bonus Feat, +2 fort/will, and Witcher's Relentless Pursuit or Alacrity hex, and I thought that was some of the most broken crap I've ever heard of. Just think of any of the crazy builds that have come across the Advice Forums and then imagine those builds with an extra move action every 1d4 rounds or an extra swift every 1d4 rounds.

Anywho, with 1d20 minus your Witcher Level, this reduces the potential for overpowered dips into Witcher, while also making this INSANELY good if you're a dedicated witcher. Once you're level 10, you have a theoretical 50% chance to have WRP or Alacrity every round because it comes back up every 1d20-10 rounds, so avg roll will be 10.5 minus 10 = available next round. At level 20, it's 100% of the time, every round. So this is very powerful stuff if you invest into the class fully, and it's still good for a dip, but not broken/op.

Even with a dip, you're guaranteed to have 1 extra move action or 1 extra swift action per combat, and there's only about a 15% chance to have it twice in a given combat, but you have to roll well.

If you don't like the 1d20 minus witcher level mechanic, maybe it could be switched to something like "this hex is available once every 10 minutes. At level 5, this is reduced to once every minute. At level 10, it's reduced to 1d4 rounds. At level 15, it's available every round." Something like that?

@ VoodistMonk

Quote:
*Special: The Witcher can select Leadership in place of a Bonus Feat, even though it is not a Combat Feat. The Witcher must otherwise meet the prerequisites for the feat. Furthermore, the Witcher must select a Bard as their Cohort.

Done and done. Also, the witcher has to say "f&%$" once per day or he loses all class abilities and features after 24 hours. He regains all class abilities and features as soon as the next time he says "f&%$".


Another alternative if you want to prevent dipping, is have the talent require Witcher 6 or something along those lines. Pseudo-Pounce should probably be a hefty investment. A once a fight WRP is a good enough ability that any martial would want it, especially since they don't sacrifice BAB.


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Builds, OK. Mantra BTW is poor on a melee guy, you just don't have move actions free, when you're not full attacking you probably want to actually move somewhere. Fire and forget with your debuffs.

Tank:
Human Fighter 1 / Witcher X
1: Combat reflexes
Human: Dirty fighting or combat expertise
Fighter 1: Improved reposition
Witcher 1 hex (L2): Slumber
Witcher 2 hex (L3): Witcher's relentless pursuit
3: Power attack
Witcher 3 (L4): Hex strike (slumber)
5: Tactical reposition
Witcher 5 hex (L6): Ward
7: Greater reposition
Witcher 8 hex (L9): Flight
9: Lunge
11: Accursed hex
Witcher 11 hex (L12): Brutality

Full plate and a big polearm are the way you're going. Knock out enemies and move them where you want, reposition shouldn't wake them. Power attack/brutality/accursed hex cover you for unslumberable enemies, and you have a sideline in flying out of reach and hitting people with a lunging polearm.

If reposition doesn't amuse you then grab shield focus and shield brace for more tankiness, bodyguard for the protecting others part of tankiness, maybe extra hex (prehensile hair) in place of the feats for reposition.

Cheaty shooty inquisitor:
Witcher 1 / Inquisitor X

You don't care about anything Witcherly except the alacrity hex which gives you swift actions for use with judgement, bane and maybe litanies. A slight variation is witcher 1 / warpriest X: fervor mainly, later quicken blessing benefit from the swifts.

Pixie:
Sylph inspired blade swashbuckler 1 / Witcher X

1: Fencing grace
IB Swashbuckler 1: Weapon finesse(rapier only), weapon focus (rapier)
Witcher 1 hex (L2): Slumber
Witcher 2 hex (L3): Alacrity
3: Power attack
Witcher 3 (L4): Hex strike (slumber)
5: Combat reflexes
Witcher 5 hex (L6): Protective luck
7: Airy step
Witcher 8 hex (L9): Soothsayer
9: Wings of air
11: Cloud gazer
Witcher 11 hex (L12): Retribution

If you're fighting without serious armor then opportune parry and riposte is a lifesaver as well as a damage boost. Alacrity will let you riposte twice in a round sometimes.

Invisible man:
Witcher 3 / Ashiftah witch 2 / Witcher + X

1: power attack
Witcher hex 1: misfortune
Witcher hex 2: witcher's relentless pursuit
3: extra hex (fortune)
Witcher 3: hex strike (misfortune)
Witch hex 1 (L4): iceplant
5: divine fighting technique (Gorum's swordmanship)
Ashiftah 2 ability (L5): ghostwalk (move action to turn invisible after using a hex)
7: vital strike
Witcher hex 5 (L7): mantra
9: cleave
Witcher hex 8 (L10): soothsayer
11: devastating strike

Turning invisible every time you use a hex could make up for a lack of armor too. It takes a move action hence vital striking (with a greatsword). Mantra might be useful once in a while given you have vital strike.

Sappy guy:
Half-elf Witcher X

1: enforcer
Half-elf: skill focus (intimidate)
Witcher hex 1: misfortune
Witcher hex 2: alacrity
3: TWF
Witcher 3: hex strike (misfortune)
5: hurtful
Witcher hex 5: protective luck
7: ITWF
Witcher hex 8: soothsayer
9: signature skill (intimidate)
11: GTWF
Witcher hex 11: flight

Hit people with saps repeatedly, free action intimidate, swift action hurtful to hit them again, free action intimidate, swift action hurtful. A nice alpha strike.


Those are some pretty sick builds, I like it :)


Human Witcher20

1: Bonus Combat Feat: Power Attack, Hex: Evil Eye, Feat: Extra Hex: Mantra, Human BF: Extra Hex: Hexguard
2: Hex: Witcher's Relentless Pursuit
3: Hex Strike: Evil Eye, Feat: Extra Hex: Misfortune
4: BCF: Arcane Strike
5: Riving Strike, Weapon Training, Hex: Flight
6: Counterhex
7: BCF: Cornugon Smash, Vital Strike :::::: +1 Cruel enchant now. Shaken/Sicken/Riving/EvilEye = -2dmg, -4 att/skills/abils, -8 saves
8: Hex: Witchfire ::::::::: Evil Eye is -4 now, so Shaken/Sicken/Riving/-4EvilEye = -2dmg, -4 att/skills/abils, -10 saves
9: Extra Hex: Smite Coven
10: BCF: Hex Strike: Witchfire
11: Improved Vital Strike, Major Hex: The Room is Alive, Advanced Weapon Training (Weapon Mastery: Cut from the Air)
12:
13: Extra Hex: Wildfire, BCF: Hex Strike: Wildfire
14: Greater Counterhex, Hex: Destroyer of Pacts
15: Extra Hex: Posse
16: BCF: Greater Vital Strike
17: Hex: Ice Tomb, Advanced Weapon Training (Weapon Mastery: Smash from the Air)
18:
19: Extra Hex: Agony, BCF: Hex Strike: Agony
20: Unquenchable Bloodthirst for the Damned

This a debuff-heavy build that focuses on debuffing enemy saves into the dirt with Riving/Shaken/Sicken/EvilEye and having as many "common" witch hexes as possible for counterhexing. Lvls11+, I'll get a Spell Storing enchantment for my weapon, and start putting Bestow Curse in my weapon for an additional -4 penalty on att/saves/abilchecks/skills vs. a BBEG or high-threat enemy, and now I also start causing widespread panic with Witchfire being spread with Wildfire, and nauseating threats with The Room Is Alive, and then of course, my newest favorite thing ever: maximum coven smashing with Smite Coven, Destroyer of Pacts, Posse, and eventually, Unquenchable Bloodthirst for the Damned.

Basically each round, I prioritize using my immediate action to either counterhex or greater counterhex, and if no immediate action is used that round, then on my turn, I use my move action to Mantra, use Standard to Vital Strike. If I have to move before Vital Strike, then I consume my swift using WRP. If I don't have to move before Vital Strike, then I use my swift to Hex Strike Evil Eye, Witchfire, or Wildfire.

I think this build would be pretty potent if you drop arcane/riving strike and drop 2 other feats somewhere, and then pick up Step up and Strike and Vital Strike on AO's with Gorum's DFT.


Oh right, there's bonus combat feats every 3 levels too...the builds I made above didn't include those. I say again, it looks like a bit too much packed into one class.

BTW arcane/riving strike takes a swift action each round it's up.


avr wrote:

Oh right, there's bonus combat feats every 3 levels too...the builds I made above didn't include those. I say again, it looks like a bit too much packed into one class.

BTW arcane/riving strike takes a swift action each round it's up.

What would you do to change it? Bonus feats every 4 levels instead of every 3? I was giving bonus feats every 3 because that's how warpriest does it.


Hexes are feat-equivalent (see the extra hex feat) and bonus combat feats are too - I'd probably combine them, and the hex strike feat you're giving them. Maybe one fixed hex at level 1, perhaps evil eye (avoid dipping for alacrity or witcher's relentless pursuit) and one talent at each even level which can be used for slayer talents, hexes or a hex strike talent which works as you describe above.


Something like this?

Class Features
1st Bonus Combat Feat, Hex (must be Evil Eye)
2nd Skepticism, BCF or Hex
3rd Hex Strike, Swamp Adept
4th Witch Spells, BCF or Hex
5th Weapon Training
6th Counterhex, BCF or Hex
7th
8th BCF or Hex
9th Hex Glyph
10th Major Hex, BCF or Hex
11th Weapon training (or advanced weapon training)
12th Enervation Resistance, BCF or Hex
13th
14th Greater Counterhex, BCF or Hex
15th Greater Hex Glyph
16th BCF or Hex
17th Weapon training (or advanced weapon training*), Hex
18th Death Resistance, BCF or Hex
19th
20th Grand Hex, BCF or Hex


Yes, except that I would remove the first bonus combat feat and hex strike as a separate class feature (I said I though it was too much even before seeing the BCFs), remove the stray hex at 17th, and call 'BCF or Hex' 'Witcher talent' or similar.

Also moving counterhex/greater and death resistance to 7th/13th/19th levels would avoid dead levels.


Class Features
1st Hex (must be Evil Eye)
2nd Skepticism, Witcher Talent (BCF or Hex)
3rd Swamp Adept
4th Witch Spells, Witcher Talent
5th Weapon Training
6th Witcher Talent
7th Counterhex
8th Witcher Talent
9th Hex Glyph
10th Major Hex, Witcher Talent
11th Weapon training (or advanced weapon training)
12th Enervation Resistance, Witcher Talent
13th Greater Counterhex
14th Witcher Talent
15th Greater Hex Glyph
16th Witcher Talent
17th Weapon training (or advanced weapon training*)
18th Witcher Talent
19th Death Resistance
20th Grand Hex, Witcher Talent

So something like this? How is this guy supposed to hex if not with Hex Strike though?

Also, tbh, this sounds more like a Ranger, Slayer, or Rogue rather than fighter as a parent class.


That's how I'd do it, though I'm in no position to insist that you do the same. Hex strike would be a witcher talent. I'd probably make it so that taking it twice would let you hex strike with any appropriate hex rather than insisting on 3+. Though many actual witchers wouldn't go for than many I expect.

As to the fighter resemblance or lack of it - the hybrid classes vary a lot in how much they resemble their parents. Outside spellcasting the arcanist is clearly not a sorcerer or a wizard, the brawler's martial flexibility is no direct descendant of fighter or monk,
the investigator is a real turn away from the alchemist or rogue. Talent is a name which lets other game elements like the shifting jerkin work with it and lets you extend the list with more witcher-specific tricks if you come up with them.


Okay, I like this schedule for gaining class features because it makes a little more sense. But I'm thinking rather than Fighter as a parent class, it should be Ranger or Rogue.

So... what if instead of Weapon Training at level 5, 11, and 17, this became Hex Strike at 5 and Greater Hex Strike at level 11?

Greater Hex Strike: Once per round, you can apply a Hex you know as a free action after successfully striking your target.

At lvl 17, you gain Major Hex Strike (or w/e you want to call it), where you can apply a Major Hex as a Hex Strike once every 10mins/1hour/1day?.


If you want to call the parents ranger (or slayer) & witch that makes sense, less so rogue and witch on a full BAB class. I'm not aware of any place this matters outside bloodlines tho', and the witcher doesn't get anything like that.

Hex strike in place of weapon training sounds cool.


Rather than fighter, lets go Ranger parent class, with skills 4 + Int. I'm kinda thinking Counterhex should be moved to lvl 3, while Greater Counterhex stays lvl 13. I'm also thinking that Witcher's Relentless Pursuit and Alacrity should have a minimum level requirement of lvl4, and then bring back the "reusable in 1d4 rounds" rather than 1d20 minus witcher's level. And then take away the level 1 hex must be Evil Eye thing. I'm thinking that the Slumber hex isn't very "Witcher-y", but I think they should be able to counterhex it, so I think that should be removed from the list of hexes that a witcher can select for hex strikes.


Or maybe just remove Slumber from the Witcher hex list completely. Because let's be honest, the witcher doesn't need any save or die hexes at level 1.


Maybe the witcher needs to sacrifice spell slots to counter hexes rather than needing to know the hex being countered. Make the first hex strike L3 again, then put counterhex at L5 so they actually have spells to use to counter with.

And remove slumber from the witcher hex list by all means, it's not really balanced or good for the game even on a witch.


That's a good idea to use spell slots, but if you have a level 4 spell countering a Grand Hex (equivalent to level 9 spell), then that's pretty op.


*Offers coin to Witcher*

Ryze, I'm going to need a DC30 Will save from ya, bud... (the Hex is Beguiling Gift as a Spell Hex)

Success: you deny my offering.

Failure: you accept the coin, and notice it has your name etched into it. The coin seems to grow...? No, you're getting closer to it... closer, still... you recoil expecting impact... and the coin absorbs your soul as per the spell Trap the Soul.


VoodistMonk wrote:

*Offers coin to Witcher*

Ryze, I'm going to need a DC30 Will save from ya, bud... (the Hex is Beguiling Gift as a Spell Hex)

Success: you deny my offering.

Failure: you accept the coin, and notice it has your name etched into it. The coin seems to grow...? No, you're getting closer to it... closer, still... you recoil expecting impact... and the coin absorbs your soul as per the spell Trap the Soul.

Will Save: 1d20 + 10 ⇒ (5) + 10 = 15

Oof... 15 Will Save, what happens to meh?! Ryze shakes nervously.


Oh buddy, that is unfortunate (for you), there's no coming back from that. Trap the Soul means it's time to write a new character.

Your body and soul now in the coin, the simulacrum brings the token back to the Winter Witch. The Winter Witch bargains the token to the Dreamthief Hag Souldrinker... and from there, the coin containing your soul probably ends up in Charon's candy dish or one of the other Horsemen of the Apocalypse.

The Bard sings a sad song...


"Nuuuuuuuuuuuuuuuuuu!" Ryze would've screamed, but alas, he is trapped and cannot scream.

Ryze casts Summon Deck of Cards so he can play Solitaire while he waits patiently for his party to rescue him.


Ryze Kuja wrote:
That's a good idea to use spell slots, but if you have a level 4 spell countering a Grand Hex (equivalent to level 9 spell), then that's pretty op.

Like dispel magic? That's a 3rd level spell which can be used to counter 9th level spells, albeit with a roll involved.


Could always give the Witcher a CounterHex Hex... an immediate action Hex that dispels Hexes and SLA's and supernatural abilities, but cannot be used against spells? Maybe it can only be used against Hexes that target the Witcher, until like level 8, then you can use it against Hexes that target your allies... or even Hexes a Witch uses on herself.


Yeah, either it should be a Counterhex that uses a spell slot and has a Caster Level check to dispel, or it should be a Counterhex as a Hex that would also use a CL check. I think both of those are good.


For the love of god and all that is only, don't make a 4/9 caster burn their precious few spell slots on BS that isn't spells of their choosing. Lol.


Truth


This doesn't scream Witcher to me. An Alchemist and Ranger hybrid class makes the most sense.


@VM, an immediate action which stops someone else's standard action should have some kind of limits on it. And the witch spells are probably the most expendable part of this class.

@Raez, there's other threads where people have tried their own takes; some others were archetypes for inquisitor, witch, a new class which hybridised inquistor and alchemist, and people have mused about the possibilities of a 4-level casting version of the alchemist - which might end up like your alchemist / ranger hybrid. I'd like to see your take written up (care to start a thread?) but that doesn't mean anyone else's has to be yours.

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